Re: [hlds_linux] Re: ;)
> On Nov 16 2020, at 7:58 am, HH. - int-10h at protonmail.com (via > hlds_linux list) wrote: > I'm sorry to break this to you, but I don't think they have any. On the + side, this is the most interesting the list has been in some time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
[hlds_linux] steamcmd logins quit working yesterday
Has anyone else become unable to login using steamcmd since yesterday's tf2 update? So far I've been unable to update my game server since I cannot login to Steam Public. I've tried both anonymous and with an actual account. I just keep seeing: Login Failure: No Connection FAILED with result code 3 Nothing has changed on the server end (a linode, FWIW). I've double checked the firewall rules, and even tried disabling it entirely. But the issue persists. Any suggestions are appreciated, thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamcmd logins quit working yesterday
Thanks epi! You were right, that was the problem. With the 208.* address gone it connected just fine. I must be one of the unlucky ones. Thanks again all. On Fri, Jan 16, 2015 at 9:12 AM, Andrew Fischer wizzr...@gmail.com wrote: Thanks epi! You were right, that was the problem. With the 208.* address gone it connected just fine. I must be one of the unlucky ones. Thanks again all. On Fri, Jan 16, 2015 at 9:07 AM, Kevin C s...@serveredirect.com wrote: I was able to log in on my home pc using anonymous just now. From the messages on the mailing list(s) it seemed like it was broken for certain places in the US. On 1/16/2015 10:04 AM, wave wrote: Has anyone else become unable to login using steamcmd since yesterday's tf2 update? So far I've been unable to update my game server since I cannot login to Steam Public. I've tried both anonymous and with an actual account. I just keep seeing: Login Failure: No Connection FAILED with result code 3 Nothing has changed on the server end (a linode, FWIW). I've double checked the firewall rules, and even tried disabling it entirely. But the issue persists. Any suggestions are appreciated, thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory TF2 update released
I went through similar complaints on the gift drop rates last night. Hearsay indicates they now drop about 3 hours apart instead of last years ~50min. Maybe (hopefully) they slowed it down just for Scream Fortress Classic? On 10/23/2014 9:45 AM, Frank wrote: Ok I see this over on teamfortress.com... Luckily, you can now play previous years' Halloween spectaculars to get your shock tolerance up in advance of the update. Simply boot up the game, hop into multiplayer and quickplay any of our past five Scream Fortress updates. If you've missed out on previous Team Fortress Halloweens, or are new to TF2 in general, this is a perfect time to catch up. You direct people to Quickplay yet again this defaults directly to Valve servers first! How about - Hop into multiplayer and search the server browser instead? Also while on the subject is there a particular reason why I have players screaming at me about drop rates for spells and such? I go to check on a few of my servers last night to only get slammed by why gifts aren't dropping as they used to and if there was something broken with the servers. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith Sent: Wednesday, October 22, 2014 1:58 PM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Mandatory TF2 update released We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2455651. -Eric - - Scream Fortress Classic begins! - In preparation for Scream Fortress 2014 we've enabled all previous Halloween events - Fixed The Larval Lid not using the correct Blue team material ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLSW Alternatives
I'll second the SourceIRC suggestion. It's become my goto admin interface, and setting up others with limited commands is straightforward. On Aug 29, 2014 8:49 PM, Alexander Corn mc...@doctormckay.com wrote: If you want my advice, install SourceIRC. This will allow you to issue admin commands via an IRC channel, and you can set up others with access to only certain commands so you don't need to give out your rcon password to all your admins. SourceIRC can also be set up to relay chat to/from an IRC channel. On Aug 29, 2014 9:31 PM, Frank ad...@gamerscrib.net wrote: HLSW is good for mostly quick and simple management. I've tried to contact their dev's a few times but no luck on any type of reply from any form of contact. The layout and amount of options it has available makes it nice to use so any alternative needs to be as well developed and not just thrown together. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gavin Langdon Sent: Friday, August 29, 2014 8:44 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] HLSW Alternatives That's perfectly reasonable if you have direct access and don't want extra functionality, but hlsw is nice because it allows multiple people with only rcon to access the server, and displays useful info and options for manipulating players and other aspects of the server. sent from mobile On Aug 29, 2014 8:39 PM, Weasels Lair wea...@weaselslair.com wrote: Eh, if it's a Linux-based TF2 server .. it's pretty easy. Use screen to run SCRCS as a detached back-ground process on a head-less server. Make some scripts that do things like: 1) start the game (directly under SSH/console). 2) start the game under screen utility - giving it a name to reconnect to later, etc. 3) send commands to a detached screen process. 4) shut-down the screened process. Use webmin to run those scripts from a browser, if you are too lazy to do them under SSH. On Fri, Aug 29, 2014 at 4:33 PM, Joey Benamy jben...@outlook.com wrote: Hello, HLSW is an application you install on your computer that allows you to administrate your Team Fortress 2 server remotely without having to have Team Fortress 2 open. The application is no longer being developed and is not open source, as far as I know. Since the TF2 update that upgraded SteamIDs, the ban list in HLSW no longer works. I was wondering if anybody knew of any alternative remote admin tools that do regularly get updated. My server uses MetaMod and SourceMod, and I've updated MetaMod and SourceMod to the versions that temporarily fix the issues introduced by the TF2 update. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replays causing spikes
On my host (a linode) I had trouble with replay lag spikes for some time due to slow file system IO. I ended up mounting the replay folder to a ramdisk, and then cleaning it out frequently. Not an ideal solution, but it did solve the lagging. Might at least be worth a test to see if the spikes disappear. On 7/17/2014 10:32 AM, Erik-jan Riemers wrote: Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replays causing spikes
Sorry I'm at work so I can't answer with more precision. I'm afraid there is quite a bit of data duplication between the folders as I recall. I never did try to do much about that since my server has space to spare. I do clean out the replays every 24 hours in the morning. And again I don't recall how much space gets eaten up by 24hours of playing, but I know my ramdisk is 500M and I never had an issue. Hope this helps somewhat. On 7/17/2014 11:50 AM, Valentin G. wrote: With the local fileserver method, how much data is duplicated between the servers replay directory and the webservers replay directory, can you do anything about that? I've never paid attention to the file sizes, do you have a rough idea how much space the files take up for a day of 24 players on the server? Do you clean up every day or more frequent? On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com wrote: On my host (a linode) I had trouble with replay lag spikes for some time due to slow file system IO. I ended up mounting the replay folder to a ramdisk, and then cleaning it out frequently. Not an ideal solution, but it did solve the lagging. Might at least be worth a test to see if the spikes disappear. On 7/17/2014 10:32 AM, Erik-jan Riemers wrote: Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replays causing spikes
Should qualify that last statement. Every hour I clean out replays more than 24 hours old. I don't wipe them all out at once. -Andrew On 7/17/2014 3:10 PM, The Wave wrote: Sorry I'm at work so I can't answer with more precision. I'm afraid there is quite a bit of data duplication between the folders as I recall. I never did try to do much about that since my server has space to spare. I do clean out the replays every 24 hours in the morning. And again I don't recall how much space gets eaten up by 24hours of playing, but I know my ramdisk is 500M and I never had an issue. Hope this helps somewhat. On 7/17/2014 11:50 AM, Valentin G. wrote: With the local fileserver method, how much data is duplicated between the servers replay directory and the webservers replay directory, can you do anything about that? I've never paid attention to the file sizes, do you have a rough idea how much space the files take up for a day of 24 players on the server? Do you clean up every day or more frequent? On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com wrote: On my host (a linode) I had trouble with replay lag spikes for some time due to slow file system IO. I ended up mounting the replay folder to a ramdisk, and then cleaning it out frequently. Not an ideal solution, but it did solve the lagging. Might at least be worth a test to see if the spikes disappear. On 7/17/2014 10:32 AM, Erik-jan Riemers wrote: Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Replays causing spikes
Good luck! Be curious to see if it helps. On 7/17/2014 3:32 PM, Valentin G. wrote: Thanks. I'll set everything up to run replays with ramdisk and see how far it goes. On Thu, Jul 17, 2014 at 10:16 PM, The Wave thew...@thewaveserver.com wrote: Should qualify that last statement. Every hour I clean out replays more than 24 hours old. I don't wipe them all out at once. -Andrew On 7/17/2014 3:10 PM, The Wave wrote: Sorry I'm at work so I can't answer with more precision. I'm afraid there is quite a bit of data duplication between the folders as I recall. I never did try to do much about that since my server has space to spare. I do clean out the replays every 24 hours in the morning. And again I don't recall how much space gets eaten up by 24hours of playing, but I know my ramdisk is 500M and I never had an issue. Hope this helps somewhat. On 7/17/2014 11:50 AM, Valentin G. wrote: With the local fileserver method, how much data is duplicated between the servers replay directory and the webservers replay directory, can you do anything about that? I've never paid attention to the file sizes, do you have a rough idea how much space the files take up for a day of 24 players on the server? Do you clean up every day or more frequent? On Thu, Jul 17, 2014 at 5:48 PM, The Wave thew...@thewaveserver.com wrote: On my host (a linode) I had trouble with replay lag spikes for some time due to slow file system IO. I ended up mounting the replay folder to a ramdisk, and then cleaning it out frequently. Not an ideal solution, but it did solve the lagging. Might at least be worth a test to see if the spikes disappear. On 7/17/2014 10:32 AM, Erik-jan Riemers wrote: Just make sure you dont have 500k files in the folders, and http is the best for now too. I had ftp in use but if it didn't work it would stall the servers and sometimes hang too. With http i never had that issue. I think there are also option on how quickly it writes it or how big the buffers are you can use.. its on the tf2 replay wiki. Dont know if that will help. I've got multiple servers running on the same box with all replay and they seem to do ok.. 2014-07-17 17:23 GMT+02:00 Valentin G. nextra...@gmail.com: We have had replays enabled for over two years now, but only recently we have been experiencing massive lag spikes on our servers. When replays are disabled the spikes disappear, and a VProf told me that file access is the culprit. We already got our aging hard drive replaced but the issues remain the same. Has anything changed recently that I need to be aware of? The server is currently configured to use a local HTTP to distribute the files. Any tips or tricks on how to resolve this, or is this on Valve to fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] So let's have a look at what happened since Valve turned off quickplay by default
The funny part is that mvm is actually still pretty full here.. I can confirm this as well, my mvm still has lots of players. I assume Valve runs a lot bootcamp servers? I never actually checked. On 2/5/2014 3:38 PM, Erik-jan Riemers wrote: In my eyes, custom servers are still something i can manage since people search for that. All quickplay servers are on my list of to be removed we used to have say 6 to 8 players that would join a server (regulars) and then quickplay would kick in and send some clients to it. When its above 10-15 the i only come when its full regulars will be coming too. Now it just sits there around 6 to 8 players, people try to fill it up but nobody comes (an hour passes, still nothing) imho, tf2 vanilla servers offered by community = dead. The funny part is that mvm is actually still pretty full here.. 2014-02-05 Aaron Thompson rmesc...@gmail.com: I agree that they should revert the change, yet this does not affect me. I get all my traffic from the browser. :) the way things used to be. Sincerely, Aaron On Feb 5, 2014 3:15 PM, Robert Paulson thepauls...@gmail.com wrote: That is easy for you to say but absolutely unhelpful to server owners who started with vanilla settings. They can change to non quickplay settings to appeal to browser only players, but then they will alienate their current players, losing all their seeders, AND they have to compete with your established server to fight over the few server browsers looking for a new server. We also have servers that were never on quickplay and they are seeing a small but accelerating decrease of players. Why is this also harming non-quickplay servers? Because new players are now being conditioned to play on official Valve servers and they are never made aware that there are non-quickplay type servers they would enjoy. This will eventually affect your non-quickplay server even if you don't notice it yet. You will not see this reflected on your gametracker rank because it affects all community servers. Bribe players with secret saxtoners to stay on your server as if we weren't spending enough money on servers? Using your steam group? Do you know there is a very small and invisible limit on the people you can invite now and another limit that makes all non-friend invites silently fail? Isn't there something wrong with the system when these gimmicks are the only way to get players instead of letting community servers compete equally with official servers? I am sorry but your suggestions don't help at all. Disabling community quickplay must be reversed or a compromise must be made if Valve really cares about the long term player experience instead of a sloppy fix for players too lazy to use the browser and likely to not have paid Valve a single dime. On Wed, Feb 5, 2014 at 11:40 AM, Martin V velt...@gmail.com wrote: And my servers are in the top 50 on Gametracker. My server is in top20-15 and I don't see any player drops/decreasing. Probably because my server is 'banned' (or has really LOW priority in quickplay) from quickplay system for my tags: increased_maxplayers,nocrits,nodmgspread,respawntimes Maybe you should try not to depend on quickplay so much? Try expending your community and put some life into servers. Make some events. Prizes for players etc. Try using your steam group to fill the server with loyal players. Throw some secret saxtoners like we do :) USE YOUR IMAGINATION AND ANYTHING IS POSSIBLE! :D Try using this plugin: https://forums.alliedmods.net/showthread.php?p=2060588 -- it show you where your traffic is comming from (what connection method). 2014-02-05 Chris Oryschak ch...@oryschak.com: ics, You're not the only one; i'm seeing the exact same trend on my servers. Traffic is 50-58% decreased and I heavily rely on my community of 5 yrs to get the servers going come mid/late afternoon when they get home from school work. If it wasn't for having my community built up for so long my servers would be on the brink of death, give it a few months and without being able to attract more players to replenish the community base i can see my servers dwindling down to nothing. And my servers are in the top 50 on Gametracker. Fletcher - Can you chime in on this, it would be really nice to get a Valve response on the mailing list instead of having to rely on 3rd party sources of email exchanges. I know why Valve has done what they have done but it would be really nice to get some feedback and/or maybe collectively come up with some solutions that favor both the community servers and valves strict 'vanilla' experience. We (community operators) would just like to regain some comfort knowing this isn't the death of us. On Wed, Feb 5, 2014 at 12:53 PM, ics i...@ics-base.net wrote: Some time has now passed since Valve defaulted quickplay to Valve servers only on TF2 and we are taking the hit. Roughly half of our servers it now empty. Changes daily
Re: [hlds_linux] Important changes to TF2 coming soon
Definitely looking forward to the gameserver accounts! Off to https post... On 2/5/2014 6:03 PM, Rikard Bremark wrote: This is great news! I asked Alfred about such a feature a year ago and he said it was under development but didnt know when it was due to release! I am really happy that you guys have put an effort in it and are now releasing it! Good Job! -- //Rikard 'Zapy' Bremark Warzone Short Valley On 2014-02-06 00:52, Fletcher Dunn wrote: There are some changes coming that TF2 server operators should know about. CHANGES TO QUICKPLAY --- The next TF2 update will make two changes to quickplay: * Show servers button. This runs the ordinary quickplay search, but instead of joining the server with the highest score, it presents the user with an ordered list of about 20 servers and lets them pick. This gives players much of the convenience of quickplay by finding servers with a good ping and players on them, but also an easy way to express a preference over the map, server community, etc. * We've added an advanced options page that allows players to opt into the most commonly-requested non-vanilla rules changes: nocrits, maxplayers, and instant respawn. There are no more scoring penalties for maxplayers or rule changes; your server either matches their search criteria or it doesn't. At this time, we are keeping the default quickplay option to Valve servers. However, note that if a player wants to find a server with any of the supported modifications, then they must land on a community server, since Valve servers do not run with these settings. We've updated the quickplay policy to more clearly specify what sorts of server modifications are allowed in quickplay: https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 STEAM GAMESERVER ACCOUNTS - Gameserver accounts are now a Steam feature. The feature is currently in beta. Using a steam gameserver account provides one important advantage right now: client favorite lists are keyed by the Steam account if present. This means that you can move your server to another IP address, and clients who have your server in their favorites or history will follow you to your new location. CREATING AN ACCOUNT: Creating an account is currently only possible via WebAPI. (Remember, this feature is currently in beta. We'll add a nicer interface for this soon.) Make a HTTPS POST request to the following URL: https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ The POST arguments should be: appid=440 (for Team Fortress) key=your WebAPIKey your WebAPIKey is the WebAPI key associated with the user account that will own the server accounts. See http://steamcommunity.com/dev for how to get one of these. (WARNING: Make sure and keep this key secret. This key is an authentication token in some respects and makes it possible to do certain actions on your behalf. Don't feed the key into anybody's nice convenient web page that automates this. With your WebAPI key they could impersonate you for some actions. If you don't want to go through the pain of making a WebAPI call, just wait until we have a nicer interface implemented.) The output of the WebAPI will be the (permanent) SteamID of your gameserver, and a login token. The login token is a random string of text that allows you to actually login to your account. You can view a list of the servers owned by a user account by making a HTTPS GET call to: https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=yourkeyhttps://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey LOGGING IN TO YOUR ACCOUNT (TF only for now): Once you have a gameserver login token, you can specify your login credentials on a Source engine server by executing this console command sometime before it loads the first map: sv_setsteamaccount login token The server output should make it clear when you are using a Steam gameserver account and when you are logging in anonymously. (The ordinary gameserver login that has always been used.) Remember, for now you will need to login to both your Steam gameserver account and also your TF account. The two accounts are not related. The TF account is the one that determines quickplay eligibility, and the Steam one does favorites migration. Eventually we will remove the TF accounts and only use Steam gameserver accounts. HOW FAVORITES MIGRATION WORKS: In the next few days we will release an updated Steam Client beta that knows how to migrate favorites. On the client, each favorite has an IP:port and a gameserver account. The account might be empty --- that will of course be the case for all previously existing favorites. Periodically, a client will try to sync up the favorites list IP:port addresses and accounts. If there is an IP:port without an associated account, it will
Re: [hlds_linux] Tab completion in steamcmd prompt?
Yes, huge thanks for this! On Sun, Mar 31, 2013 at 11:23 PM, Dirk D bluthun...@gmail.com wrote: I hacked a little wrapper in Python providing readline functionality for interactive steamcmd sessions. You can find it over here: https://github.com/dirkd/steamsh/blob/master/steamsh At the moment it provides some simple tab-completion (based on the start of your input, double-tab for a list of matches; no context-aware completion yet), a command history (saved to ~/.history_steamsh), exit via sending EOF and also has some quirks: - Output is being extensively buffered, so you don't get immediate feedback for long running operations (e.g. app_update) - Input buffer is sometimes not correctly cleared when stepping through the history leaving behind artifacts of an entry that was stepped over (doesn't effect the actual input that is sent to steamcmd though) - There's a short delay on startup b/c it reads all possible convars/commands from steamcmd Should run on any Unix-like system that has Python =2.6 installed. If it doesn't please file a bug report on Github so I can fix that :) hth On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote: No it's not just you. The new tool does not behave like a shell prompt on linux which is a shame. -ics Joe Davison kirjoitti: Further to this I've now found myself trying to use the up arrow key to cycle through previous commands. Is it just me? On 2013-03-31 21:17, Joe Davison wrote: I don't know about everyone else but I instinctively try to tab complete commands in the steamcmd prompt only to be met with disappointment. Would it be possible at all to implement tab completion in the prompt at some point? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware. **com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Query an MvM server for the current wave?
All, Just wondering if anyone knows of a command, cvar, or plugin that lets one find out what Wave number an MvM game is currently on? I use sourceIRC to keep an eye on my server. And sometimes when it's a smaller or less experienced group just messing around I'll give them a hand if they ask. But I always end up having to ask which wave they are on. I dumped the list of cvars and commands, but didn't see anything that looked like what I wanted. But, it's a huge list so I might just not see it. Thanks for any help Andrew -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Query an MvM server for the current wave?
Wow, Thanks Gordon! That fits the bill perfectly. I'll try it out right after work. Again, huge tkx, -Andrew On Wed, Mar 20, 2013 at 1:05 PM, Gordon Reynolds thisisgordonsem...@gmail.com wrote: Actually there are no more commented out lines, I was thinking of something else I guess! On Wed, Mar 20, 2013 at 11:02 AM, Gordon Reynolds thisisgordonsem...@gmail.com wrote: Well what do you know, something I've written will actually help another person. I have this -same exact- problem as you have. I have SourceIRC, and a MvM server, and a bunch of people who suck at MvM. So I needed to ask what round/wave they were on - and of course nobody could tell me in time. So I wrote a sourcemod plugin that will return x/y where x is the current wave and y is the total number of waves. I then just have my bot report on the results of: sm_mvmround. There are also some commented out lines for the mission http://pastebin.com/SWMUbLXD On Wed, Mar 20, 2013 at 7:35 AM, wave thew...@thewaveserver.com wrote: All, Just wondering if anyone knows of a command, cvar, or plugin that lets one find out what Wave number an MvM game is currently on? I use sourceIRC to keep an eye on my server. And sometimes when it's a smaller or less experienced group just messing around I'll give them a hand if they ask. But I always end up having to ask which wave they are on. I dumped the list of cvars and commands, but didn't see anything that looked like what I wanted. But, it's a huge list so I might just not see it. Thanks for any help Andrew -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- - Gordon Reynolds -- - Gordon Reynolds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Working on an RCON Gui tool for Linux
Nice job! I am definitely giving this a try. On Thu, Feb 21, 2013 at 3:16 PM, Gavin Langdon puttabu...@gmail.com wrote: I want to add that there are a lot of GUI elements that don't do anything (yet), like the Game Log tab. On Thu, Feb 21, 2013 at 4:12 PM, Vitor F. - Killall x30...@gmail.com wrote: Nice tool! Print screen with csgo and l4d2 server: http://img809.imageshack.us/img809/1504/capturadetelade20130221.png 2013/2/21 David Fountain savsi...@gmail.com: Lo just read the last part. . SavSin On Feb 21, 2013 1:01 PM, Gavin Langdon puttabu...@gmail.com wrote: Hello all, I know a lot of people use the Linux mailing list just because their *servers* are linux-based and not their desktops, but with the release of TF2 and other games for Linux I thought I'd share a project I've been working on. https://github.com/gavintlgold/rcon-tool is an open-source RCON administration tool along the lines of HLSW, written in PyGTK. It should work on a modern distribution that runs Python and GTK. There is a branch for Python 3 as well. I'm not claiming that this tool is bug-free or feature complete, but at its current state it seems to work well as a server monitor (logs and server status, with a ping graph) and a way to send rcon commands without loading up the game. I'd love to get some feedback on it, and I hope I'm helping out others who want to manage their game servers from a Linux desktop environment. Note that I've only really tested this with TF2 servers, though other Source games shouldn't have too many issues, if any. It's not going to work with non-Source games though. --Gavin Benny Hill L ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM Übercharge Bug
This really has gotten bad. Yesterday evening everyone on my server was running this hack or being taught how to run it as they joined up. I finally added the tf2fix sourcemod plugin, just for the mvm canteen hack protection. https://forums.alliedmods.net/showthread.php?t=180647 At least the game became playable again. Here's to hoping for a proper fix soon. MvM has really revitalized my small community server. On Tue, Nov 13, 2012 at 4:02 AM, Marcus Tribuser tr...@gmx.at wrote: hi I was wondering if there is any news from Valve concerning the latest bug, when it will be fixed and how Valve is going to handle all the illegally optained weapons and tours. just to explain, last week players found a bug where u get infinite übercharge during the whole map and therefore cant be killed . ATM u cant find a match where there isnt at least one player using it, which pisses off all honest players, especially those playing expert look at http://steamcommunity.com/app/440/discussions/1/ Marcus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] MvM servers crash after update
Looks like it doesn't discriminate. I see exactly the same behavior on Archlinux, pure vanilla install (no SM or MM). It hangs with a pegged CPU right after class selection. Back to PVP for this weekend methinks. On Sat, Oct 27, 2012 at 1:55 AM, HWDOMD hwd...@gmail.com wrote: Exactly the same thing here too. Our other servers running regular maps and the one running the PvP Halloween event maps are fine (give or take the odd sdkhooks issue and such). I'm running the latest dev snapshots of MM and SM, OS is Xubuntu. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Doug Tyrrell Sent: Friday, October 26, 2012 11:30 PM To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] MvM servers crash after update I'm getting the same thing. CentOS 5, vanilla server (so sm/mm), and only happens on MvM. Any map. Occurs whenever someone spawns immediately after picking their class. Only seems to happen on linux. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux - No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2742 / Virus Database: 2617/5856 - Release Date: 10/26/12 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] lagg problem on ubuntu 12.04
Glad you got it sorted. Out of curiosity, did you find any particular config setting or addon that was causing the problem? On Wed, Oct 10, 2012 at 1:11 PM, Pieter-bas Ronner i...@pbservers.nl wrote: Thanks for helping me. My server is not lagging any more! thanks! PB 2012/9/28 [BT]Black V bt.bla...@gmail.com Also just for tidiness sake not actually really necessary. You could clean up that config a little. I.e. you've specified sv tags of all talk but lower in config you have sv_alltalk 0 set. Is it necessary to have sv_cheats specified when it's default and so on But this is off topic On 29/09/2012 7:17 AM, Calvin Judy c.j...@griffinrun.net wrote: The server fps drops will not be caused by rates, do you have any addons running? ie. Sourcemod (if so, what plugins) You can remove the fps_max command, it's locked to the tickrate. Also, since you're running the server at 66 tickrate you may want to try running Valve's defaults, remove the rate settings from your server.cfg and see how that works if you're getting player jitter in-game. The more you increase the rate values, and the larger the gap between minupdaterate/maxupdaterate the more inconsistency you're going to have. As much as I understand striving for better performance on srcds, Valve's default rate settings run quite well and you should only tweak them if the circumstances call for it. Also, can you monitor the srcds process while these fps drops are occuring. (You should be able to use top, and just see the cpu usage of srcds_linux) The fps drops (on net_graph 4, sv) is what is causing the lag, we need to find the source of the fps drops in order to solve that. - Original Message - From: Pieter-bas Ronner i...@pbservers.nl To: Half-Life dedicated Linux server mailing list hlds_linux@list.** valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, September 28, 2012 2:41 PM Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04 Hello, First of all. Thank you all for helping and responding! Its look like that the config from wave resolves the issue. But i have now some hickups. The sv drops from 66 to 11, 7 or 5 for 2 second. (my connection: http://www.speedtest.net/**result/2208625001.png http://www.speedtest.net/result/2208625001.png ) I use now this config: fps_max 600 sv_minrate 3 sv_maxrate 10 sv_minupdaterate 30 sv_maxupdaterate 100 sv_mincmdrate 30 sv_maxcmdrate 100 Maybe i set the sv_mincmdrate and sv_minupdaterate to a higher value? Pieter-bas 2012/9/28 Calvin Judy c.j...@griffinrun.net We're going to need more information as to what you're saying is lag. Is the server's fps dropping into red at the time of the issues? (You can check this by using net_graph 4 and monitoring the sv variable) Have you verified the connection speed? 100mbps is more than enough to host one srcds instance. Also your minrate value is quite low, you could be attracting people who are naturally laggy due to their connection. _____ Level 3 Technician Griffin Networks LLC - Gaming Solutions - Original Message - From: Pieter-bas Ronner i...@pbservers.nl To: hlds_linux@list.**valvesoftwa**re.com http://valvesoftware.com hlds_linux@list.**valvesoftware.com hlds_linux@list.valvesoftware.com Sent: Friday, September 28, 2012 12:52 PM Subject: [hlds_linux] lagg problem on ubuntu 12.04 Hi members, I hope you can help me a little bit with my problem. I run man vs machine team fortress 2 server. on a ubuntu 12.04 server with a Dual-Core AMD Opteron(tm) Processor 2216, 4 cores and 16 memory. My internet connection is a fiber 100/100 mbit. I thought thats enough to run a man vs machine server. I search now for a long time to figure out why are my server is lagging. I have try a lot of config files to fix the problem. But it didn't. Can you help me? This is my config server file: hostname =Just For Fun= | clanjff.com | Team Fortress 2 | MVM 24/7 norm // Rcon Cvars rcon_password j //Set's remote control password sv_rcon_banpenalty 15 //Number of minutes to ban users who fail rcon authentication sv_rcon_log 1 //Enable/disable rcon logging. sv_rcon_maxfailures 3 //Max number of times a user can fail rcon authentication before being banned sv_rcon_minfailures 5 //Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon authentications sv_pure 2 tf_server_identity_account_id * tf_server_identity_token ** sv_tags mvm,_registered,alltalk // Server Password // Server Cvars sv_visiblemaxplayers 6 mp_allowspectators 0 //Toggles whether the server allows spectator mode or not mp_autocrosshair 0 mp_autoteambalance 1
Re: [hlds_linux] lagg problem on ubuntu 12.04
I realize everyone's setup probably needs different numbers, but my server is somewhat similar and I too suffered from mvm lag when it first came out. I ended up having excellent results with the following settings gathered from reading a guide at: http://www.jason35.com/netcode.htm fps_max 600 sv_minrate 3 sv_maxrate 10 sv_minupdaterate 30 sv_maxupdaterate 100 sv_mincmdrate 30 sv_maxcmdrate 100 -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Test linux steam binaries
Thanks Fletch, quit now shutsdown cleanly! (without sourcemod, at least) On Wed, Aug 22, 2012 at 1:20 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: If you are crashing on level change or server shutdown, and would like to help test updated steam binaries that contain the fix, please download them from here: http://media.steampowered.com/apps/440/linux_steam_bins.zip and put them in the game/bin folder. Please report if they cause any new problems. If all goes well, we'll release them in an official update soon. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released
I'll second that. The new update tool is amazing. Big thanks guys!! On Wed, Apr 18, 2012 at 5:59 PM, Alan Kennedy kenne...@3dgames.com.arwrote: It's working for me now. I just love the new updater tool, lot's of output xD. Best Regards, Alan // -- 3DGames Argentina http://www.3dgames.com.ar Libertad 41, 5to Piso - Capital Federal Tel: 4-332-4709 - Original Message - From: wickedplayer494 . wickedplayer...@gmail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, April 18, 2012 7:45:29 PM Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM Updates Released New one for just TF2 came out not too long ago today. On Wed, Apr 18, 2012 at 5:44 PM, Console Admin console.2.ad...@gmail.comwrote: Sure, but the patch was announced/released 23 hours ago? On Wed, Apr 18, 2012 at 5:42 PM, wickedplayer494 . wickedplayer...@gmail.com wrote: Some clients are reporting they're having trouble patching. IIRC, servers aren't given priority, and updates of any size tend to bring Steam down for the first few minutes. Try updating in ~15 minutes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Sent from your mom's iPad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS Update Tool released
Wonderful! Thanks for the updates to this. Much appreciated. -Andrew On Thu, Apr 12, 2012 at 4:43 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: A new version of the HLDS Update Tool has been released. The tool should automatically self-update the next time you run it. (Linux users may need to re-run the tool after it self-updates to complete the installation operation that was intended when launching the tool.) Changes: * Added significant diagnostic output * Fix bug causing the tool to restart the update process all over from the beginning if there was an error with a single depot. * Fix spurious connection reset by peer error when closing connection to content server, which could cause the update to restart from the beginning. * Tool will now reuse a connection to a depot, rather than disconnecting and reconnecting * If the determines in the first pass that no files would actually be updated from a particular depot, it will no longer needlessly connect to that depot in the second pass * Added -nobootstrapupdate option Basically, we fixed a few of the most egregious things the tool was doing that make a slow update much slower. Queuing to connect to a content server still takes up the bulk of the update time during peak times after a major update is released; so don't expect miracles. However, we are hopeful that most users will see modest speedup. We also added quite verbose diagnostic output, so at least you can tell what the tool is doing. Be aware that this output may contain what appear to be errors, especially when the tool is trying to connect to a content server. Failures to connect are normal and the tool has always experienced them and automatically retried. The only thing new is that it is telling you what it is doing. Linux users: If you get the error message Bad uSizeOfSignature, then you probably have a bad version of the tool, which was posted mistakenly for a few hours yesterday. To get unstuck, replace the executable named steam with this one: http://media.steampowered.com/apps/440/linuxhldsupdatetool_48/steam Thanks to those of you who helped beta test this tool. Thanks, Fletcher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Halloween, quickplay, and registering your server
action against the account, game server, IP, and steam account that owns the game server. We are not going to provide an exact definition of exactly what is OK and what is not. However, here are two examples of abusive activity: 1.) Giving certain plays on your server special powers or preferential treatment with regard to gifts. 2.) Using automated methods to collect gifts into lots of free accounts, causing them to be devalued in the TF economy. Thank you for helping to provide our customers a place to play our game. Your humble servant, Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Andrew (Wave Admin Wankers) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Team Fortress 2 Update Released
No annoucement of the holiday switch flip that I can find anywhere, so I going to hope too that it is the former. I want to believe they are just getting ready... On Fri, Oct 21, 2011 at 10:00 AM, Sazpaimon sazpai...@x-cult.org wrote: Either someone jumped the gun and flipped on the holiday switch, or Valve simply isn't going to release new content this year. Really hoping its the former :( On 10/21/2011 1:10 AM, ics wrote: Well obviously someone did something odd because it's all halloween GUI, halloween taunts on. -ics 21.10.2011 7:59, Russell Smith kirjoitti: Started getting the following error after tonights update(s): MDLCache: Failed load of .VVD data for player/items/all_class/skull_sodlier.mdl On 10/20/2011 5:16 PM, Tony Paloma wrote: Required updates for Team Fortress 2 are now available. The specific changes include: - Improvements to client stability related to loading mesh content during gameplay - Fixed an engine error that mentioned CL_CallPostDataUpdates - Fixed Not Usable in Crafting text not appearing under certain conditions on item tooltips in the trading UI Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Andrew (Wave Admin Wankers) The Wave! 24/7 CTF 1/2 respawn times http://thewaveserver.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux